sampler samplerState; 

float4 PShader( float3 texCoord: TEXCOORD0 ) : COLOR
{
	return float4( tex2D( samplerState, texCoord ).zzz / 60.0f, 1.0f );
//	z/xMaxDepth
}

technique RenderScene
{
    pass p0
    {
        PixelShader = compile ps_2_0 PShader();
    }
}

